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Old 08-02-2008, 06:44 PM   #1 (permalink)
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IceDome Evil Droid

Making another thread for my second asset, I think it deserves its own place (forgive me if I'm wrong).

Quote:
These were made for a game we built pretty much from scratch for Microsoft's Imagine Cup, Doylle was also part of our team. We didn't win but made the top 20 (our co-students got 2nd place however).
This is the enemy robot. There were gonna be loads more robot types but yeah, time...
My own design, meant to look menacing and bug-like.
This one went a lot faster as the workflow was tried and tested on the playervehicle. It was also a lot less important of a model compared to the player.

DoylleShader (tm) viewport grabs:







Wire


texturesheets (spec ain't that special), downscaled from 1024:


I made use of FilterForge for some parts of the texture. The diffuse, normal and specular of the eyes are a FilterForge filter with some tweaks, the extremely detailed normalmap for the greebled parts is just the normalmap from an FF filter. Very handy, allows for quick normalmap-part creation in a procedural way.
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Last edited by Xoliul; 08-03-2008 at 03:53 AM.
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Old 08-02-2008, 08:30 PM   #2 (permalink)
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An amazing piece or work. What else can I say?

I should really check out FilterForge.....looks useful.
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Old 08-02-2008, 09:41 PM   #3 (permalink)
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Yeah, I like this mean little bug-like killer.

How much time would you say you have in this piece? Would you mind giving a brief description of the work flow used?
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Old 08-03-2008, 07:12 AM   #4 (permalink)
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very slick design!
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Old 08-03-2008, 01:57 PM   #5 (permalink)
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Thanks guys!
showNomercy: I think 15 hours max, including the gun. Workflow for this was straightforward: model the bug going from by sloppy sketch. Then I created the diffuse using some techniques to keep style consistent, keeping the diffuse more suggestive than overly detailed. After that I did the normal with some pre-made normal details (Masakari here on GA taught me this in a tutorial), nVidia filter and Filterforge. No time for baking anything. Specular was just desaturating all layers and the usual adjusting.
For the gun I modelled the lowpoly first from a sideview I found somewhere online. Then I unwrapped it. Duplicated the mesh, and exploded all subobjects by moving them in subobject mode (to prevent normals intersecting when baking). Duplicated that exploded mesh again, and used a lot of chamfering and connect to create a highpoly smoothed version, which I then baked into the exploded lowpoly. The normalmap then got applied to the original non exploded mesh. I find this method works really fast. Then I added some details to the normalmap and created and diffuse and spec (not too much work in those)
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Old 08-03-2008, 04:01 PM   #6 (permalink)
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Awesome
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